xthetenth

xthetenth

Joined Member # 2822658
1 Posts 303 Replies 1,388 Reputation

[quote]With this beta up - just a question did the boys developing mods for other platforms eg hw / hw2 join on as some of their stuff looked good [/quote] Nay, they didn't to the best of my knowledge. [quote]For the orcas, would there be a way for the ship to have a max assault craft for one type? You could make it Max three orcas for Explorer (wardens for custodian) Max 2 for merchant ect. and the rest can be fighter and bomber squads. Don't even know if this is possbile, ju

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[quote]As for bugs, I noticed only two; the repair station doesn't function and fighters, when lost, are not re-produced by the carrier in question ever. The unit seems to believe the squadron is still at 100% despite being very dead.[/quote] Got the repair station, it needed a research it didn't look like it needed, which is now added, but I'll take a look at the carriers to see what's up with them. When that happens, could you do me a favor and look at the empire tree to see if the

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[quote] what you could do is give it a pasive ability that slows the phase speed by 500% or somthing.(to simulate STL drives) this makes it the that they can still make intersteler trave but it takes some time [/quote] The thing about it is that we want to make orcas carryable by tau caps, it's a really tricky effext to do right, because they shouldn't be able to jump. Like only a ton of chainable effects could make it work, and it'll be really annoying.

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[quote]You can still play on the Internet against AI players only (like in the screenshot).[/quote] *WHEW* thought I'd have to get friends there, you scared me [e digicons]:P[/e] .

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Glad to hear it, first up is going to be nova cannons for the ships that need it (looking for an effect, would it throw you all off too much if I used a capital ship's death effect?) and planets (mostly for random maps, but I'll include fluffier versions of the stock planets with a bit more visual variety (I'll mix in the sins plus textures))

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[quote]How are you going to implement the Tau escorts who doesn't have warp capabilities? like the warden and orca.[/quote] No idea as of now, an ability on the ships might work. Give the ships the ability to spawn the orcas for cost (added in 1.1), and give the orcas the ability to dock and restore the % of hp they have left. Should work okay, but I'm not sure.

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I use notepad++ for the entities and meshs, it's a really good text file editor, you can clone windows to other views and lots of other fun stuff that really helps out, and I use gimp whenever I need to play with textures (you'll need a plugin to work with .dds files like most of the ones in sins), but considering that I'm already able to deal with any of that, if yo

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[quote]There are two ways to make the manta into the definative bomber, that readily springs to mind[/quote] There's one other key thing about the manta that makes it awesome. It'll be a one bomber squad (the chaos one will too, but that has a bland effect) with an awesome set of firing effects. 2 heavy railguns and 6 ion cannons will make for quite the light show and that range will let them hit before they fly into flak range, so that'll let them shoot even if they get killed by the

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[quote]The current website holding the story is down at the moment, so that's always a bit suckular. Its a good story, about a Guardsmen named Dirk, who is the universe's luckiest person. If you read it you'll find out how lucky and such. FYI, its safe, so no woes. {You can only download it 10 times for some reason, I guess a new policy of theirs. If you can't download it, tell me and I'll try an alternative!}[/quote] Got it, pretty funny. I liked that line about seeing fear and a kra

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[quote]They don't fire their broad sides at all unless you micro it for them to move their behinds (which maybe too micro?)[/quote] They do if you play them the way I do! [e digicons]:grin:[/e] I generally use a move order instead of an attack order, works better. My general rule of thumb is place your ships in the front 2/3ds of the enemy fleet, and hit the back with the torps, and if you use them like that, they will fire everything. I do want to make the formations a bit looser

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Yeah, but it's such a nice big explosion.... [e digicons]:smitten:[/e] I couldn't resist.... And yeah, it's actually a good thing that they don't broadside. Their torpedoes' expected damage is almost the same as that of the broadsides, and if they go in straight, then they can wiggle to fire all their weapons in a fast salvo. Also, when they go in, they're in the best aspect to do the most damage they can. The battlecruisers and battleships have their dorsals locked forward, so th

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Yeah, that's what I was thinking, it was an idea I got for the eldar originally, and I think it'd work well for the escorts. One thing to remember is that escorts are not frigates. They're a lot more maneuverable and have disproportionate firepower, but are very fragile. The best way to use them (I think) is a series of slashing attacks on the enemies' rear, getting out of range before they can respond.

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[quote]i got some script of this forum, everyone is hating and wanting the first one but i cant find a file link to download the first version sadly....[/quote] I don't hate, I just want. [e digicons]:grin:[/e] That'd be awesome if you could get us even a very very simple texture. By very I mean make the prows white and the shade of team color not too heavily affected by the lighting so it looks darkish even when lit brightly and still has color when not lit so brightly. Some trim

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